Tabletop Simulator

Tabletop Simulator

Nemesis Retaliation (Script assisted)
465 条留言
blackmaester 5 小时以前 
I LOVE YOU
STUVash  [作者] 9 小时以前 
@blackmaester there you go:

Update: 2 Nov @ 2:48pm
-Flipping Xyrian Events Queen Tracking or Servant Hunt will place it under the Xyrian Phase card as intended by the rulebook. This should hopefully discard confusion.
STUVash  [作者] 9 小时以前 
@blackmaester I suppose I should make the script move the Xyrian Event card to avoid confusion, but the card is quite clear, it is said to move it under the Xyrian Phase card such as the white section is hidden by the Xyrian Phase effect. That way you can read the Xyrian Phase and the Xyrian Event added effect.

The script does not move the Xyrian Event Servant Hunt and Queen Tracking on its own. For now you're supposed to move it manually. I'll write down a little tweak for that I suppose. :TheParchment:
blackmaester 10 小时以前 
I wanted to test it again to understand how the phase and script work, but the event card remained in the event discard pile. Did I make another mistake? If not, how can I tell if the card has been taken into account?
blackmaester 10 小时以前 
My mistake! I was indeed wrong. I was still using an old version of the prototype. Upon rereading the rules, I see that the phase is not replaced but added, which, in hindsight, makes much more sense. Thank you, and sorry again.
ALonelySpirit 11 月 1 日 下午 3:00 
I confirm, you are not supposed to skip the phase, you solve the Queen's Tracking right after the last point on the Xyrian Phase card
STUVash  [作者] 11 月 1 日 下午 1:40 
Ah here's the important part. I finally got it back.
See it says in the white section :
"Place the Queen Tracking part of this card under the Xyrian Phase card. When resolving Xyrian Phase, resolve Queen Tracking aswell."

It stacks. It does not replace it. So if there is a Xyrian on the board, you do the Xyrian Phase as usual. :wololo:
STUVash  [作者] 11 月 1 日 下午 1:38 
It is true that when reading the Xyrian Rulebook it only says "it modifies" the Xyrian Phase card but... is that how you think it should work ? LIke they don't draw any more Xyrian Activation unless you draw the Xyrian token ?

That cannot be how it works right ? For example Servant Hunt, another Xyrian Event, they're not hunting much if they're not drawing a Xyrian Activation afterwards right ....? They just follow you around and not attacking ? :zagsnooze:
STUVash  [作者] 11 月 1 日 下午 1:31 
@blackmaester Oh the Xyrian Queen Tracking does not "replace" the Xyrian Phase. You keep the Xyrian Phase as it was before, and Queen tracking happens AFTER the regular Xyrian Phase.

The script makes it happen upon drawing an Event, since Event happens after Xyrian Phase by default.

Indeed, enemies are not supposed to move if they're currently in combat.
Maybe your health marker was not where it was supposed to be and you were considered dead, or your character was not close enough to a Room tile....Or something else...?

It does work on my end in the expected scenario.
blackmaester 11 月 1 日 下午 12:38 
Another problem found: during the ‘purge protocol’ event, the script moved the “crowmine” that was in my room following the text in P1, but according to the rules, it seems to me that the ‘crowmine’ (and other aliens) should not be able to move if there is a player present.
blackmaester 11 月 1 日 下午 12:35 
My situation:
We have Neoflesh+Xyrian and no queen on the board.
During an event, we drew ‘Queen Tracking’, which is the possible event for Xyrian. Normally, as there is no visible queen, this new phase should skip the activation of Xyrian, but it tries to force it, as if the Xyrian card ‘Xyrian Phase’ had not been replaced.
blackmaester 11 月 1 日 下午 12:33 
To answer your question, the Xyrians have an ‘event’ card called ‘Queen Tracking’ which, during set-up, is placed in the faction's event deck (Primo/Cult/sangrevore).
Normally, when this card is drawn during the enemy's event phase, it is divided into two parts. The first part, in white, indicates that a tracking token should be placed in the hybernatorium and resolve a new event (done manually by the players), and then it must replace the Xyrian phase with a modified phase that works according to the presence of the Queen figure on the board (blue partie).

ps : sorry for my bad english
STUVash  [作者] 11 月 1 日 下午 12:32 
@blackmaester Xyrian prevents players from drawing an Event if there are xyrians on the board. Are you saying you were forced to use a Xyrian Activation even though you already completed the Xyrian Phase ?
blackmaester 11 月 1 日 下午 12:26 
Another point with the Xyrian Phase Queen card: it blocks the possibility of creating an event with the Neoflesh cult by forcing the need to activate Xyrian, even though the trigger is conditional on the Queen being visible on the map, which she was not in the current situation.
STUVash  [作者] 11 月 1 日 下午 12:22 
Xyrian tracers are also not placed in the Hibernatorium if it was not discovered yet.
STUVash  [作者] 11 月 1 日 下午 12:19 
Xyrian Events also do not resolve a new Event automatically, it has to be done manually, for transparency sake.
STUVash  [作者] 11 月 1 日 下午 12:18 
The Xyrian Events are not placed automatically next to the Xyrian Phase for Servant Hunt and Queen Tracking, maybe the script should do it, I was not sure yet. If that's what you were referring.
STUVash  [作者] 11 月 1 日 下午 12:17 
@blackmaester Hey, can you rephrase the question I don't quite get it. What is this "white section" you are referring ?
blackmaester 11 月 1 日 下午 12:04 
Hello,
Thank you again for your work. I wanted to let you know that the Xyrian Queen tracking map did not automatically display the white section. Is this a bug or just something that hasn't been implemented yet? (PS: I did not receive an error message.)
STUVash  [作者] 10 月 31 日 上午 1:46 
@Vixus
Known Issues / Assistance
[...]
8) Moving a player's health marker away from the player board or on the death socket will count this player as "Not playing" for the script.
Vixus 10 月 30 日 下午 7:02 
How do you indicate to the game that a player is dead so you don't have to always skip his turn?
ALonelySpirit 10 月 27 日 下午 6:50 
got it!
STUVash  [作者] 10 月 27 日 上午 9:01 
@ALonelySpirit Just write down red text error that show up in the chat, I'm actually not into Tabletop Simulator enough to know where else to look, sorry. :TheParchment:
ALonelySpirit 10 月 27 日 上午 6:51 
Made 2 sections for sangrevores and insider, both reports are from a game that is currently in progress so in case you need any log, i can follow instructions to provide you one :D
Pissinger Boonisello 10 月 26 日 下午 12:46 
STUVash, this is a fantastic job indeed! Thank you! <3
STUVash  [作者] 10 月 26 日 上午 9:44 
@ALonelySpirit Yes indeed. :TheParchment:
ALonelySpirit 10 月 26 日 上午 8:54 
Hi! Did some new games and found some things but i made a post in the discussions section, i figured it's probably better to report bugs like that than as comments here.

But anyway i wanted to say that the insider gave no more issues since you did the last changes, the mod is getting better and better!
STUVash  [作者] 10 月 25 日 上午 1:37 
@Pissinger Boonisello
There is a rather long list of cards to update, I asked for help 2 Months ago. I didn't hear from that person. This list is mostly for the visuals but the UAV Operator deck also get a better wording on its effects.

Visually some were remade from scratch using art from the crowdfunding campaign and the prototype mod then recolored in a similar way to shipped version.

There is one spot where the player has to move objects on his own, but the script doesn't warn the player about those moments. I want players to draw Attack cards themselves, I feel it has more impact. During an Event sequence, the script may resolve all noise markers in a row. Meaning it is possible for a Queen to keep queuing attacks on a player for each activation. But maybe the player died on the 1st attack, the script doesn't check for that. In this rare scenario, the players have to play the missing part on their own.

I did my best to respect the rules it is a good job overall.
Pissinger Boonisello 10 月 24 日 上午 11:31 
Hey! Thank you very much for the mod.

Does this mod has the same rules and components as currently shipped game?
STUVash  [作者] 10 月 24 日 上午 10:18 
@Jutruxx Sure, why not.
I added a toggle button on setup for that. :TheParchment:
Jutruxx 10 月 23 日 下午 1:41 
There is a way to select an option like play with 2d Aliens or 3D aliens models
ALonelySpirit 10 月 22 日 下午 3:13 
All good, i really enjoy this mod, if these reports help, it's a pleasure
STUVash  [作者] 10 月 22 日 下午 12:19 
@ALonelySpirit Thanks for the various reports you had, I hope you won't have anymore issue. :CryingGhost:
STUVash  [作者] 10 月 22 日 上午 11:59 
@ALonelySpirit Yes, the exploring drone uses the same setup as a Character to recycle exploration, it is marked as an exception for various things.

The script checks the player board owning this "Character" Exploring Drone, to see if they are Entangled from a Xyrian.

The function used to check such tag, called because of xyrians in this instance, also checks if the "Character" being hovered is actually the Insider, and if it is we fetch the Insider Card reference to see if it's 'Active', or not. If 'Active' we check if she's friendly or not.

While the conditions allowing such functions to run are set at setup, the script fail to fetches the Insider Card data since it is still in the bag as long as the game didn't start.

Such obscure scenarios unrelated to a basic proper setup are not and will never be tested by me. But I will fix the ones that get reported. :TheParchment:
ALonelySpirit 10 月 22 日 上午 11:41 
I say it's nothing cause as soon as you setup the game, the error stops appearing
ALonelySpirit 10 月 22 日 上午 11:40 
Oh Xyrians have to be enabled too to cause that
ALonelySpirit 10 月 22 日 上午 11:39 
Oh cool cool, all good then!

I forgot to also mention, but this is like nothing related to gameplay, but when we are in the room to click things like "enable contractors" or "setup"

Having "Insider Enabled" causes the same error i wrote below but with different values when hovering the "Exploring Drone" little standee

"Error in Script (Global) function <onObjectDrop>:chunk_4:(21271,3-69): attempt to index a nil value"
STUVash  [作者] 10 月 22 日 上午 10:30 
@ALonelySpirit I added "14) Most insider story asking for the player to be in a specific room awaits position confirmation using autoNoise." in the Known issues / Assistance section.

I don't have a guide for Insider expansion, the whole thing is quite a big, I kept doing it and still doing it on the fly. Hopefully everyone manages to understand how this kinda works. :zagsnooze:
STUVash  [作者] 10 月 22 日 上午 10:27 
@ALonelySpirit For most insider stories where it is asking for a player to get inside the room, I thought it was better if the player would use autoNoise to confirm that he does get into that room.

Or else you get awkward situations, and they have to roll back in time, probably leading to errors aswell if they mess up the cards too.

The only time I didn't do it that way was for the errr... Decontamination insider Story. Because it only adds one card Contamination , which is easy to fix for any player that knows how to pick up a card.
STUVash  [作者] 10 月 22 日 上午 10:22 
As for the drug, it acts the exact same way as the Serious Wound Guts but there's a catch I forgot about. I still have the BioEnhancement Expert prototype cards working in the script, I remember one person commented to keep them in the mod too. She has a bio chip that cancels a Serious Wound effect by flipping it. Since this Drug insider story card is the exact same, it currently needs to be flipped on the same side as an active Serious Wound. I'll change that.

I don't think any player should gain Contamination, just the player taking the drug, it makes more sense in the story.
STUVash  [作者] 10 月 22 日 上午 10:21 
@ALonelySpirit That line of code refers to the script getting tags from the insider story with a GUID currently active and saved in the save file.

Getting "nil" value means it didn't return anything instead of a list of tags, which is impossible if the object is valid. It should at least return an empty list if it doesn't have tags.

Meaning the insider story that should be active (with the GUID saved) has lost its reference or its GUID changed for some reason, it can happen rarely with deck manipulation. The more likely scenario is the card being shoved in a bag/deck or deleted. I suppose I should warn the player if the script is expecting an insider card to be active. I will also erase the insider Story GUID whenever a story is stating "Remove insider from the game", that should help eager players that would remove the card in those cases, but yeah my initial plan was for players to not touch the insider cards except for flipping and clicking those "Go to #X" buttons.
ALonelySpirit 10 月 22 日 上午 10:18 
Was doing a singleplayer run, Drilling Station Insider event chain, I entered the Insider's room after she was placed, but the "Go to #" didnt trigger itself
ALonelySpirit 10 月 22 日 上午 6:59 
Ignoring the fact that the card effect says " whenever a player passes, they gain a contamination" which is very weird/confusing, sounds like you give contaminations to other players, or that you gain them every time someone else and you pass. Very strange design/wording
ALonelySpirit 10 月 22 日 上午 6:57 
One minor thing is that when you take the "drug" from the Insider event, the script gives you 1 contamination when i passed the first time, and then that's it, never gave me one anymore when i passed next rounds after events
ALonelySpirit 10 月 22 日 上午 6:47 
I replicated the scenario about the insider getting in the surgery room with a character, i can confirm now it worked properly, the card got drawn, no error popped!
ALonelySpirit 10 月 22 日 上午 6:44 
"Error in Script (Global) function <onObjectDrop>:chunk_4:(11430,5-55): attempt to index a nil value"

This is the error that gets spammed when we try to grab any miniature
ALonelySpirit 10 月 22 日 上午 6:41 
Yea im working on it, i will try my best
STUVash  [作者] 10 月 21 日 下午 11:52 
@ALonelySpirit And .... if you're saying there was a red text at that moment then I think it might be something else that I could not reproduce yet. :fscared:
Bring me that red text next time, might do the trick. :approved:
STUVash  [作者] 10 月 21 日 下午 11:50 
@ALonelySpirit While it might be annoying to do, writing down the red text error is a great idea as it often gives me the line in the script where the error occured. Basically telling me where to look. :Munchlet:
ALonelySpirit 10 月 21 日 下午 4:31 
Yeah tomorrow i will try but yea, I think everything was initially born because the player didn't move into the room, but insider was brought in by the script (Yes it gave a red text error but cant say what it was written ahah)

And yea we probably broke everything later by deleting the card once.

It was just weird that when going back with ctrl-z it still broke it (the card was back) but i will let you know just in case ^^